Splinterlands Battle Mage Secrets Weekly Challenge - Explosive Weaponry

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Winning an Explosive Weaponry battle

RULESET: Explosive Weaponry

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Description: All units gain the Blast ability.

Additional damage is equivalent to main damage divided by 2, rounded up.

Include a unit with Reflection Shield in your lineup to absorb blast damage and protect your back line.


One of the abilities that makes fire splinter's Yodin Zaku one of the dangerous summoners in SP. Let's see how to win battles with this rule active.

The Strategy

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Since this is the start of the season, our rating was reset to 1300 as such we started the season at Silver Level II. Due to this, we didn't have the multi-rule ruleset active yet in our battles.

For this battle, we only have the Explosive Weaponry active and only two elements active - Water and Earth. I believe the strength of these two elements is magic, as such we should have this in mind when coming up with our lineup and choosing our summoner.

Lastly, this is a high-man battle at 99 so we are free to choose high-mana monsters. We also need to remember that even though this is high-mana, it doesn't automatically mean that choosing all the highest mana monsters will lead to a win. Choosing a strategic combination of monsters abilities is a better approach compared to choosing just based on mana.

The Summoner

Since we're assuming that we will be facing magic attacks, we need to debuff magic damages using void. In addition, since this is the Silver league, we have a max summoner cap of level 2 legendary summoners. As such, we'll choose Immortalis at level 2 as our summoner for his void and shatter abilities. Let's also not fail to consider its -1 health which may sometimes make the difference whether we win the battle or not.


1st Slot - Double-Strike Monster Grund


Since we'll be dealing with high-mana monsters, monsters speed is crucial in this type of battles. Grund at level 1 has a 3 speed . Having this in combination with shatter from Immortalis makes sure that the second strike, if it hits, directly hits the opponent's health with the first strike shattering its armor.


2nd Slot - Legendary Reach Monster Oaken Behemoth

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One of my favorite legendary earth monsters with its dual attack of magic and melee plus its reach makes it a logical choice at second position. Let's also not forget its void armor makes magic damages hit this armor first instead of hitting its health.


3rd Slot - Magic Reflect Prismatic Energy


One of the lessons I learned when facing magic attacks are monsters that heal tank. The monster usually used to heal tank is Goblin Psychic. Combining reflect with amplify is effective against such tank healers.


4th Slot - Legendary Protective Amplify Monster Queen Mycelia


One of the abilities we need to counter magic attacks in combination with magic reflect is amplify. Queen Mycelia at level 2 has it.


5th Slot - Legendary Range Monster Spirit of the Forest


One of the monsters I rent for brawls. We need to balance our attacks with different combinations of melee, range, and magic. Spirit of the forest's 6 speed, 8 health, and 2 range damage makes it a good candidate for battles with Explosive Weaponry active.


6th Slot - Legendary Dual Attack Range Monster Runemonster Florre

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One of the high-damage range monster at level 2. Chosen because of its dual attack of magic and range attacks, and its 4 speed. At level 2, its range attack is at 3 instead of 2.


The Battle

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After buffs and debuffs applied:

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As presumed, the opponent came up with a magic lineup by choosing Obsidian as its summoner. From this initial info, choosing Immortalis helps reduce or counter the +1 magic damage that Obsidian adds to its magic attacks.

Let's see how the battle pans out.

End of Round 1

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With the opponent's Mycelic Slipspawn's Taunt ability, it became the target of all attacks instead of the monster at tank. As such, it was taken down at the first round.

Grund at tank now only has 3 health. The opponent's Unicorn Mustang's health got healed back up to 6.

Let's see how Round 2 goes.

End of Round 2

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A lot of monsters on both sides got taken down at round 2 because of blast.

In our lineup, Grund and Oaken Behemoth got taken down.

In the opponent's lineup, we were able to take down Unicorn Mustang at tank and Magi of Chaos at second. We were also able to take down their tank healer Goblin Psychic with Prismatic Energy's Magic Reflect in combination with Queen Mycelia's Amplify and Immortalis -1 health. If it wasn't for Immortalis's -1 health, Goblin Psychic would have survived another round.

Let's see how Round 3 goes.

End of Round 3

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Spirit of the forest's 6 speed gave it the first turn. With its snipe ability, it targeted the opponent's Prismatic Energy at second position. With Blast, the opponent's Arkemis The Bear at tank also received a 1 range damage (half of Spirit of the Forest's 2 range damage).

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With Runemancer's 4 speed, it was the second in order of attack. With its dual attack of 2 magic and 3 range, it was enough to make the ending blows to Arkemis the Bear's remaining 5 health.

That ends the battle and validates the importance of anticipating attacks of your opponent.

Battle Result

We get a nice +62 boost to ranking and 0.575 SPS to our SPS HODL stash!

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